In the midst of my reaquaintance with the Desktop PC I finally had a chance last night to sit down in front of the demo for Star Wars: The Force Unleashed for Xbox 360.
It's nice to have a Star Wars game that actually makes me want to play it, and STFU's short demo gave me everything I wanted in my force-using dreams, with powers that genuinely look and feel powerful, smooth controls and plenty of things to smash. It's interesting how quickly my brain went from the mind set of 'Oh, look, here come five enemies for me to kill' to 'Oh, look, there's a clump of enemies for me to deal with.' What I mean by that is the game rewards wholesale destruction rather than concentrating on the finer points, so you end up looking around your environment looking for things that can help you deal with the next wave of rebels in as efficient and destructive a way as possible. That, to me, seems pretty smart as well as making you feel ultra-powerful.
So I'm having a pretty good time, slashing and blasting my way through corridors and along ledges and finally along a long stretch of bridge. Everything seems to be reaching a climax, when in front of my eyes one of those big two-legged walker guys rises up in front of my eyes and I'm very excited to do battle... unfortunately this is where the experience unravelled a bit.
Firstly, I couldn't understand why I couldn't use my force pulling powers on the guy's legs when I'd just been throwing much larger stuff around with gay abandon. Or rather, I could understand why - the game wanted to have a more interesting fight for me. However, the game had also spent 20 minutes training me to throw about anything that looked like it might be throwable and there was nothing to immediately suggest to me that the legs might be any different until I realised that I couldn't target them. Because I'm wasting valuable seconds trying to move something that can't be thrown, the thing was all over me.
This might seem like nitpicking, but it's actually worrying. When I've just been throwing TIE Fighters at people's faces and yet when the game wants to put me up against something bigger, suddenly my powers aren't as effective as they were just a minute ago - that's backwards. It should be harder because the enemy is much more powerful, not because my powers have inexplicably been made less effective. These sorts of battles should simply be making me use my powers more creatively, rather than stopping them from being useful.
It gets worse. I chucked a couple of explosives at his head and spent a few seconds wiggling my lightsaber around the thing, when suddenly the camera changes, and there's a little symbol crossed out seeming to tell me I've done something wrong. It kicks me back to normal view and then after a few seconds the same thing happens again and I realise that it's one of those stupid semi-interactive press-the-button-at-the-right-time-to- make-the-animation-go quick-time events. Let me get one thing straight. A game with moves as cool as this should not need to interrupt the already-impressive choreography with pre-animated sequences. There has to be a better way to do this. Modify the standard fighting animations to do certain special things specific to this particular type of enemy/battle, perhaps. Anything to keep me playing instead of watching. Worse still, it gives you absolutely no warning that this is about to happen, so it took me several tries to anticipate it coming so that I could akwardly stop mashing buttons when the quick-time event might be about to start. If you accidentally press one wrong button when the event suddenly begins then it fails you out, so it seems to require some sort of telepathy on the part of the player.
What a disappointment. However, STFU is exactly the sort of game I find reviews useful for. If I get the feeling that there's going to be a lot more silly decisions and inconsistencies like what I just described in here this simply isn't a buy for me no matter how fun the rest of the gameplay was. On the other hand, if I can be convinced that the game opens out a bit more and doesn't squander too many opportunities for me to feel cool without pre-animated assistance, I could well be picking it up.
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AT-ST, that's the one. Anyway - yeah, don't get me wrong, I played that demo 3 or 4 times last night and had a lot of fun with it every time. I could definitely stand to have more of that action but if every time I get into a cool fight it takes me out of the game in that way I know I'm gonna get so mad with it.
Heh, I suppose it's technically SW:TFU but the guys at mixnmojo.com have been calling it STFU for a while since they like to make fun of all things Lucas ever since it became less than half the company it used to be.
I think what everyone is really forgetting though is that this is just the demo. Your character is supposed to be FAR more powerful by the end of the game. Case in point: seen in the video after the demo, Starkiller is seen crumpling up a AT-ST as if it were made of paper. Now, that could just be the result of another quick-time event, but I'd like to think it might be more powerful force powers at work.
From what it sounds like, as you level up and become more powerful, you get more combos and your force powers become more ridiculously over-powered. So I for one am going to hold out my judgment until more reviews come out (not a great start OXM gave it a 75/100.) Although I had so much fun with the demo I think I'll likely get it anyway.
Oh, I'm sure you get much more powerful and that's quite exciting but my concern is that the power that you have at any one time seems to be inconsistent. What I didn't like is that I can twist strong metal railings out of place, smash through metal doors and fling TIE fighters at people as if they were made of paper, yet I couldn't even slightly worry an AT-ST's legs just because the game decided that it didn't want to let me.
I understand that the game needs to impose certain limitations, but these should be disguised as well as possible so that the player isn't left thinking 'Well, there's no good reason that I can't do that...' otherwise I have to call it lazy design.
Anyways, did you ever try picking up a stormtrooper/other guy and moving him towards his comrades? Remember how it became much more difficult to move 2 stormtroopers around and almost impossible to control 3 of them? How about when a stormtrooper grabs onto a box, then it's practically impossible to move them at all. Or, how about the moving starships, you can't grab those out of the air, yet you can pick them off the hangar lines. So basically what I'm trying to say here is that because the AT-ST is animated it's able to resist your still weak powers.
Also, STFU's "gravity gun" alone is worth my 60$. I mean come on, you hover a storm trooper to another storm trooper and he grabs on to him, how awesome is that?